First; wish I could grab a screenshot, but for reasons which allude me, pike and shot, unlike say FOG II or any dozen of the others games I have that let me,when I screen shot, it captures my desktop behind the game, not the game screen, never saw that before....

Anyway, its simple; I am in playing the Gustavus Adolphus camp., in a battle, turn 3 and medium cannons of the Catholic league, on ZERO elevation, are hitting a unit that is 2 hexes behind the crest of a 100 hilltop....they cannot see them, yet they have disrupted this unit with cannon fire.....

carll11 wrote:First; wish I could grab a screenshot, but for reasons which allude me, pike and shot, unlike say FOG II or any dozen of the others games I have that let me,when I screen shot, it captures my desktop behind the game, not the game screen, never saw that before....

Anyway, its simple; I am in playing the Gustavus Adolphus camp., in a battle, turn 3 and medium cannons of the Catholic league, on ZERO elevation, are hitting a unit that is 2 hexes behind the crest of a 100 hilltop....they cannot see them, yet they have disrupted this unit with cannon fire.....

I think its F2 , and the pic will be in documents/mygames etc etc

Complex LOS calculations were not a strong point of the engine used for this game, so probably not a bug (nor oversite), just the reality of the engine....

As has been mentioned above, the LOS algorithm in the engine is not perfect, and does not cope well with reverse slopes. To be hidden a unit needs to be on the flat behind the hill.

This is a quirk of the underlying engine, not this specific game, and although we have asked for the engine LOS algorithms to be improved to better deal with reverse slopes of hills, there are apparently technical reasons why this is difficult.